Queller AI - Update
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Please note some of these changes may have been made just before release, and not have been tested. Some features may work worse than before, and it's up to you to tell me. I test the AI against the AI and make sure they're balanced. You have to tell me how the AI can fight humans better. Please try to play as both the CORE and the ARM, against both the CORE and the ARM AI's.

Let me know what works, and what doesn't. Feel free to make any suggestions or comments, and I'll certinally test them out.

When giving feedback, please tell me who you played as, who your opponent was, what map you played on, and all the game settings you used (including resource allocation).

ADDITIONS
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* The AI will use cheaper defences, but in greater numbers. This extra use of level 1 defence also means that metal extractors generally have a turret somewhere nearby.

* I have been working on improving the level 2 mix of ARM troops.

* Moho Mines and Fusion have been given much higer weightings. Long range artillery, such as the Big Bertha, has also been made more important to help break stalemates where the player may dig himself in.

* General refinement of what the level 2 construction units build.

* Stopped the AI building units and buildings that it cannot use.

* The AI should upgrade to level 2 slightly later than before, because it's construction units build more defence.

* The AI should have less energy problems now.

PROBLEMS (always waiting for additions :) )
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* The CORE still beats the ARM. The level 2 mix is still not right.
* I'm not sure if half of the sides metal drain comes from construction units buiilding Moho Mines. I may limit the number of construction units further.
* The ARM leaves aircraft too late.
* The ARM never breaks through the CORE lines.

That's all I can think of right now, but I'm sure there are more. That's where you come in :)

For my full advice on how to make the AI more challenging, and the kind of maps you should play, please read the readme.